2011-03-17 01:47:30 -04:00
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#include "global.h"
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#include "BitmapText.h"
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#include "XmlFile.h"
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#include "FontManager.h"
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#include "RageLog.h"
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#include "RageTimer.h"
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#include "RageDisplay.h"
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#include "ThemeManager.h"
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#include "Font.h"
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#include "ActorUtil.h"
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#include "LuaBinding.h"
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#include "Foreach.h"
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REGISTER_ACTOR_CLASS( BitmapText );
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/* XXX:
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* We need some kind of font modifier string for metrics. For example,
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* "valign=top;spacing = x+5,y+2"
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*
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* Better, we could go all the way, drop all of the actor-specific font aliases,
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* and do "font=header2;valign=top;...". */
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/* XXX: Changing a whole array of diffuse colors every frame (several times) is
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* a waste, when we're usually setting them all to the same value. Rainbow and
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* fading are annoying to optimize, but rarely used. Iterating over every
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* character in Draw() is dumb. */
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#define NUM_RAINBOW_COLORS THEME->GetMetricI("BitmapText","NumRainbowColors")
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#define RAINBOW_COLOR(n) THEME->GetMetricC("BitmapText",ssprintf("RainbowColor%i", n+1))
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static vector<RageColor> RAINBOW_COLORS;
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BitmapText::BitmapText()
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{
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// Loading these theme metrics is slow, so only do it every 20th time.
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// todo: why not check to see if you need to bother updating this at all? -aj
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static int iReloadCounter = 0;
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if( iReloadCounter % 20==0 )
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{
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RAINBOW_COLORS.resize( NUM_RAINBOW_COLORS );
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for( unsigned i = 0; i < RAINBOW_COLORS.size(); ++i )
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RAINBOW_COLORS[i] = RAINBOW_COLOR(i);
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}
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iReloadCounter++;
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m_pFont = NULL;
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m_bUppercase = false;
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m_bRainbowScroll = false;
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m_bJitter = false;
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m_iWrapWidthPixels = -1;
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m_fMaxWidth = 0;
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m_fMaxHeight = 0;
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m_iVertSpacing = 0;
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m_bHasGlowAttribute = false;
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// We'd be better off not adding strokes to things we can't control
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// themewise (ScreenDebugOverlay for example). -Midiman
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m_StrokeColor = RageColor(0,0,0,0);
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// Never, this way we dont have awkward settings between themes. -Midiman
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SetShadowLength( 0 );
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// SM4SVN r28328, "draw glow using stroke texture" forces the BitmapText to
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// glow both the inner and stroke elements. This makes BitmapText elements
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// with an invisible stroke have a glowing stroke instead. Not good. -aj
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m_TextGlowMode = TextGlowMode_Both; // Both used for compatibility with SM4
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}
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BitmapText::~BitmapText()
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{
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if( m_pFont )
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FONT->UnloadFont( m_pFont );
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}
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BitmapText & BitmapText::operator=(const BitmapText &cpy)
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{
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Actor::operator=(cpy);
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#define CPY(a) a = cpy.a
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CPY( m_bUppercase );
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CPY( m_sText );
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CPY( m_wTextLines );
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CPY( m_iLineWidths );
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CPY( m_iWrapWidthPixels );
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CPY( m_fMaxWidth );
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CPY( m_fMaxHeight );
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CPY( m_bRainbowScroll );
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CPY( m_bJitter );
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CPY( m_iVertSpacing );
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CPY( m_aVertices );
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CPY( m_vpFontPageTextures );
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CPY( m_mAttributes );
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CPY( m_bHasGlowAttribute );
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CPY( m_StrokeColor );
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#undef CPY
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if( m_pFont )
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FONT->UnloadFont( m_pFont );
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if( cpy.m_pFont != NULL )
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m_pFont = FONT->CopyFont( cpy.m_pFont );
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else
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m_pFont = NULL;
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return *this;
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}
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BitmapText::BitmapText( const BitmapText &cpy ):
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Actor( cpy )
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{
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m_pFont = NULL;
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*this = cpy;
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}
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void BitmapText::LoadFromNode( const XNode* pNode )
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{
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RString sText;
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pNode->GetAttrValue( "Text", sText );
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RString sAltText;
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pNode->GetAttrValue( "AltText", sAltText );
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ThemeManager::EvaluateString( sText );
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ThemeManager::EvaluateString( sAltText );
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RString sFont;
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if( !ActorUtil::GetAttrPath(pNode, "File", sFont) )
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{
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if( !pNode->GetAttrValue("Font", sFont) ) // accept "File" for backward compatibility
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RageException::Throw( "%s: BitmapText: missing the File attribute",
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ActorUtil::GetWhere(pNode).c_str() );
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sFont = THEME->GetPathF( "", sFont );
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}
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LoadFromFont( sFont );
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SetText( sText, sAltText );
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Actor::LoadFromNode( pNode );
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}
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bool BitmapText::LoadFromFont( const RString& sFontFilePath )
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{
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CHECKPOINT_M( ssprintf("BitmapText::LoadFromFont(%s)", sFontFilePath.c_str()) );
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if( m_pFont )
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{
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FONT->UnloadFont( m_pFont );
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m_pFont = NULL;
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}
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m_pFont = FONT->LoadFont( sFontFilePath );
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this->SetStrokeColor( m_pFont->GetDefaultStrokeColor() );
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BuildChars();
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return true;
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}
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bool BitmapText::LoadFromTextureAndChars( const RString& sTexturePath, const RString& sChars )
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{
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CHECKPOINT_M( ssprintf("BitmapText::LoadFromTextureAndChars(\"%s\",\"%s\")", sTexturePath.c_str(), sChars.c_str()) );
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if( m_pFont )
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{
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FONT->UnloadFont( m_pFont );
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m_pFont = NULL;
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}
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m_pFont = FONT->LoadFont( sTexturePath, sChars );
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BuildChars();
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return true;
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}
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void BitmapText::BuildChars()
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{
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// If we don't have a font yet, we'll do this when it loads.
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if( m_pFont == NULL )
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return;
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// calculate line lengths and widths
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m_size.x = 0;
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m_iLineWidths.clear();
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for( unsigned l=0; l<m_wTextLines.size(); l++ ) // for each line
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{
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m_iLineWidths.push_back(m_pFont->GetLineWidthInSourcePixels( m_wTextLines[l] ));
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m_size.x = max( m_size.x, m_iLineWidths.back() );
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}
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/* Ensure that the width is always even. This maintains pixel alignment;
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* fX below will always be an integer. */
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m_size.x = QuantizeUp( m_size.x, 2.0f );
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m_aVertices.clear();
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m_vpFontPageTextures.clear();
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if( m_wTextLines.empty() )
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return;
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m_size.y = float(m_pFont->GetHeight() * m_wTextLines.size());
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// The height (from the origin to the baseline):
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int iPadding = m_pFont->GetLineSpacing() - m_pFont->GetHeight();
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iPadding += m_iVertSpacing;
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// There's padding between every line:
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m_size.y += iPadding * int(m_wTextLines.size()-1);
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// the top position of the first row of characters
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int iY = lrintf(-m_size.y/2.0f);
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for( unsigned i=0; i<m_wTextLines.size(); i++ ) // foreach line
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{
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iY += m_pFont->GetHeight();
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wstring sLine = m_wTextLines[i];
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if( m_pFont->IsRightToLeft() )
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reverse( sLine.begin(), sLine.end() );
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const int iLineWidth = m_iLineWidths[i];
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float fX = SCALE( m_fHorizAlign, 0.0f, 1.0f, -m_size.x/2.0f, +m_size.x/2.0f - iLineWidth );
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int iX = lrintf( fX );
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for( unsigned j = 0; j < sLine.size(); ++j )
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{
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RageSpriteVertex v[4];
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const glyph &g = m_pFont->GetGlyph( sLine[j] );
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if( m_pFont->IsRightToLeft() )
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iX -= g.m_iHadvance;
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// set vertex positions
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v[0].p = RageVector3( iX+g.m_fHshift, iY+g.m_pPage->m_fVshift, 0 ); // top left
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v[1].p = RageVector3( iX+g.m_fHshift, iY+g.m_pPage->m_fVshift+g.m_fHeight, 0 ); // bottom left
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v[2].p = RageVector3( iX+g.m_fHshift+g.m_fWidth, iY+g.m_pPage->m_fVshift+g.m_fHeight, 0 ); // bottom right
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v[3].p = RageVector3( iX+g.m_fHshift+g.m_fWidth, iY+g.m_pPage->m_fVshift, 0 ); // top right
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// Advance the cursor.
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iX += g.m_iHadvance;
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// set texture coordinates
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v[0].t = RageVector2( g.m_TexRect.left, g.m_TexRect.top );
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v[1].t = RageVector2( g.m_TexRect.left, g.m_TexRect.bottom );
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v[2].t = RageVector2( g.m_TexRect.right, g.m_TexRect.bottom );
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v[3].t = RageVector2( g.m_TexRect.right, g.m_TexRect.top );
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m_aVertices.insert( m_aVertices.end(), &v[0], &v[4] );
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m_vpFontPageTextures.push_back( g.GetFontPageTextures() );
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}
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// The amount of padding a line needs:
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iY += iPadding;
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}
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}
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void BitmapText::DrawChars( bool bUseStrokeTexture )
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{
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// bail if cropped all the way
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if( m_pTempState->crop.left + m_pTempState->crop.right >= 1 ||
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m_pTempState->crop.top + m_pTempState->crop.bottom >= 1 )
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return;
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const int iNumGlyphs = m_vpFontPageTextures.size();
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int iStartGlyph = lrintf( SCALE( m_pTempState->crop.left, 0.f, 1.f, 0, (float) iNumGlyphs ) );
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int iEndGlyph = lrintf( SCALE( m_pTempState->crop.right, 0.f, 1.f, (float) iNumGlyphs, 0 ) );
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iStartGlyph = clamp( iStartGlyph, 0, iNumGlyphs );
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iEndGlyph = clamp( iEndGlyph, 0, iNumGlyphs );
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if( m_pTempState->fade.top > 0 ||
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m_pTempState->fade.bottom > 0 ||
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m_pTempState->fade.left > 0 ||
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m_pTempState->fade.right > 0 )
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{
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// Handle fading by tweaking the alpha values of the vertices.
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// Actual size of the fade on each side:
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const RectF &FadeDist = m_pTempState->fade;
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RectF FadeSize = FadeDist;
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// If the cropped size is less than the fade distance, clamp.
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const float fHorizRemaining = 1.0f - (m_pTempState->crop.left + m_pTempState->crop.right);
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if( FadeDist.left+FadeDist.right > 0 &&
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fHorizRemaining < FadeDist.left+FadeDist.right )
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{
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const float LeftPercent = FadeDist.left/(FadeDist.left+FadeDist.right);
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FadeSize.left = LeftPercent * fHorizRemaining;
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FadeSize.right = (1.0f-LeftPercent) * fHorizRemaining;
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}
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/* We fade from 0 to LeftColor, then from RightColor to 0. (We won't fade
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* all the way to 0 if the crop is beyond the outer edge.) */
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const float fRightAlpha = SCALE( FadeSize.right, FadeDist.right, 0, 1, 0 );
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const float fLeftAlpha = SCALE( FadeSize.left, FadeDist.left, 0, 1, 0 );
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const float fStartFadeLeftPercent = m_pTempState->crop.left;
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const float fStopFadeLeftPercent = m_pTempState->crop.left + FadeSize.left;
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const float fLeftFadeStartGlyph = SCALE( fStartFadeLeftPercent, 0.f, 1.f, 0, (float) iNumGlyphs );
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const float fLeftFadeStopGlyph = SCALE( fStopFadeLeftPercent, 0.f, 1.f, 0, (float) iNumGlyphs );
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const float fStartFadeRightPercent = 1-(m_pTempState->crop.right + FadeSize.right);
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const float fStopFadeRightPercent = 1-(m_pTempState->crop.right);
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const float fRightFadeStartGlyph = SCALE( fStartFadeRightPercent, 0.f, 1.f, 0, (float) iNumGlyphs );
|
|
|
|
|
const float fRightFadeStopGlyph = SCALE( fStopFadeRightPercent, 0.f, 1.f, 0, (float) iNumGlyphs );
|
|
|
|
|
|
|
|
|
|
for( int start = iStartGlyph; start < iEndGlyph; ++start )
|
|
|
|
|
{
|
|
|
|
|
int i = start*4;
|
|
|
|
|
|
|
|
|
|
float fAlpha = 1.0f;
|
|
|
|
|
if( FadeSize.left > 0.001f )
|
|
|
|
|
{
|
|
|
|
|
// Add .5, so we fade wrt. the center of the vert, not the left side.
|
|
|
|
|
float fPercent = SCALE( start+0.5f, fLeftFadeStartGlyph, fLeftFadeStopGlyph, 0.0f, 1.0f );
|
|
|
|
|
fPercent = clamp( fPercent, 0.0f, 1.0f );
|
|
|
|
|
fAlpha *= fPercent * fLeftAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( FadeSize.right > 0.001f )
|
|
|
|
|
{
|
|
|
|
|
float fPercent = SCALE( start+0.5f, fRightFadeStartGlyph, fRightFadeStopGlyph, 1.0f, 0.0f );
|
|
|
|
|
fPercent = clamp( fPercent, 0.0f, 1.0f );
|
|
|
|
|
fAlpha *= fPercent * fRightAlpha;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for( int j = 0; j < 4; ++j )
|
|
|
|
|
m_aVertices[i+j].c.a = (unsigned char)( m_aVertices[i+j].c.a * fAlpha );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for( int start = iStartGlyph; start < iEndGlyph; )
|
|
|
|
|
{
|
|
|
|
|
int end = start;
|
|
|
|
|
while( end < iEndGlyph && m_vpFontPageTextures[end] == m_vpFontPageTextures[start] )
|
|
|
|
|
end++;
|
|
|
|
|
|
|
|
|
|
bool bHaveATexture = !bUseStrokeTexture || (bUseStrokeTexture && m_vpFontPageTextures[start]->m_pTextureStroke);
|
|
|
|
|
if( bHaveATexture )
|
|
|
|
|
{
|
|
|
|
|
DISPLAY->ClearAllTextures();
|
|
|
|
|
if( bUseStrokeTexture )
|
|
|
|
|
DISPLAY->SetTexture( TextureUnit_1, m_vpFontPageTextures[start]->m_pTextureStroke->GetTexHandle() );
|
|
|
|
|
else
|
|
|
|
|
DISPLAY->SetTexture( TextureUnit_1, m_vpFontPageTextures[start]->m_pTextureMain->GetTexHandle() );
|
|
|
|
|
|
|
|
|
|
// Don't bother setting texture render states for text. We never go outside of 0..1.
|
|
|
|
|
/* We should call SetTextureRenderStates because it does more than just setting
|
|
|
|
|
* the texture wrapping state. If setting the wrapping state is found to be slow,
|
|
|
|
|
* there should probably be a "don't care" texture wrapping mode set in Actor. -Chris */
|
|
|
|
|
|
|
|
|
|
// This is SLOW. We need to do something else about this. -Colby
|
|
|
|
|
//Actor::SetTextureRenderStates();
|
|
|
|
|
|
|
|
|
|
DISPLAY->DrawQuads( &m_aVertices[start*4], (end-start)*4);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
start = end;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* sText is UTF-8. If not all of the characters in sText are available in the
|
|
|
|
|
* font, sAlternateText will be used instead. If there are unavailable characters
|
|
|
|
|
* in sAlternateText, too, just use sText. */
|
|
|
|
|
void BitmapText::SetText( const RString& _sText, const RString& _sAlternateText, int iWrapWidthPixels )
|
|
|
|
|
{
|
|
|
|
|
ASSERT( m_pFont );
|
|
|
|
|
|
|
|
|
|
RString sNewText = StringWillUseAlternate(_sText,_sAlternateText) ? _sAlternateText : _sText;
|
|
|
|
|
|
|
|
|
|
if( m_bUppercase )
|
|
|
|
|
sNewText.MakeUpper();
|
|
|
|
|
|
|
|
|
|
if( iWrapWidthPixels == -1 ) // wrap not specified
|
|
|
|
|
iWrapWidthPixels = m_iWrapWidthPixels;
|
|
|
|
|
|
|
|
|
|
if( m_sText == sNewText && iWrapWidthPixels==m_iWrapWidthPixels )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
m_sText = sNewText;
|
|
|
|
|
m_iWrapWidthPixels = iWrapWidthPixels;
|
|
|
|
|
ClearAttributes();
|
|
|
|
|
SetTextInternal();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BitmapText::SetTextInternal()
|
|
|
|
|
{
|
|
|
|
|
// Break the string into lines.
|
|
|
|
|
|
|
|
|
|
m_wTextLines.clear();
|
|
|
|
|
|
|
|
|
|
if( m_iWrapWidthPixels == -1 )
|
|
|
|
|
{
|
|
|
|
|
split( RStringToWstring(m_sText), L"\n", m_wTextLines, false );
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Break sText into lines that don't exceed iWrapWidthPixels. (if only
|
|
|
|
|
// one word fits on the line, it may be larger than iWrapWidthPixels).
|
|
|
|
|
|
|
|
|
|
// This does not work in all languages:
|
|
|
|
|
/* "...I can add Japanese wrapping, at least. We could handle hyphens
|
|
|
|
|
* and soft hyphens and pretty easily, too." -glenn */
|
|
|
|
|
// TODO: Move this wrapping logic into Font.
|
|
|
|
|
vector<RString> asLines;
|
|
|
|
|
split( m_sText, "\n", asLines, false );
|
|
|
|
|
|
|
|
|
|
for( unsigned line = 0; line < asLines.size(); ++line )
|
|
|
|
|
{
|
|
|
|
|
vector<RString> asWords;
|
|
|
|
|
split( asLines[line], " ", asWords );
|
|
|
|
|
|
|
|
|
|
RString sCurLine;
|
|
|
|
|
int iCurLineWidth = 0;
|
|
|
|
|
|
|
|
|
|
for( unsigned i=0; i<asWords.size(); i++ )
|
|
|
|
|
{
|
|
|
|
|
const RString &sWord = asWords[i];
|
|
|
|
|
int iWidthWord = m_pFont->GetLineWidthInSourcePixels( RStringToWstring(sWord) );
|
|
|
|
|
|
|
|
|
|
if( sCurLine.empty() )
|
|
|
|
|
{
|
|
|
|
|
sCurLine = sWord;
|
|
|
|
|
iCurLineWidth = iWidthWord;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
RString sToAdd = " " + sWord;
|
|
|
|
|
int iWidthToAdd = m_pFont->GetLineWidthInSourcePixels(L" ") + iWidthWord;
|
|
|
|
|
if( iCurLineWidth + iWidthToAdd <= m_iWrapWidthPixels ) // will fit on current line
|
|
|
|
|
{
|
|
|
|
|
sCurLine += sToAdd;
|
|
|
|
|
iCurLineWidth += iWidthToAdd;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
m_wTextLines.push_back( RStringToWstring(sCurLine) );
|
|
|
|
|
sCurLine = sWord;
|
|
|
|
|
iCurLineWidth = iWidthWord;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
m_wTextLines.push_back( RStringToWstring(sCurLine) );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BuildChars();
|
|
|
|
|
UpdateBaseZoom();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BitmapText::SetVertSpacing( int iSpacing )
|
|
|
|
|
{
|
|
|
|
|
m_iVertSpacing = iSpacing;
|
|
|
|
|
BuildChars();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BitmapText::SetMaxWidth( float fMaxWidth )
|
|
|
|
|
{
|
|
|
|
|
m_fMaxWidth = fMaxWidth;
|
|
|
|
|
UpdateBaseZoom();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BitmapText::SetMaxHeight( float fMaxHeight )
|
|
|
|
|
{
|
|
|
|
|
m_fMaxHeight = fMaxHeight;
|
|
|
|
|
UpdateBaseZoom();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BitmapText::SetUppercase( bool b )
|
|
|
|
|
{
|
|
|
|
|
m_bUppercase = b;
|
|
|
|
|
BuildChars();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BitmapText::UpdateBaseZoom()
|
|
|
|
|
{
|
|
|
|
|
if( m_fMaxWidth == 0 )
|
|
|
|
|
{
|
|
|
|
|
this->SetBaseZoomX( 1 );
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
const float fWidth = GetUnzoomedWidth();
|
|
|
|
|
if( fWidth != 0 ) // don't divide by 0
|
|
|
|
|
{
|
|
|
|
|
// Never decrease the zoom.
|
|
|
|
|
const float fZoom = min( 1, m_fMaxWidth/fWidth );
|
|
|
|
|
this->SetBaseZoomX( fZoom );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( m_fMaxHeight == 0 )
|
|
|
|
|
{
|
|
|
|
|
this->SetBaseZoomY( 1 );
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
const float fHeight = GetUnzoomedHeight();
|
|
|
|
|
if( fHeight != 0 ) // don't divide by 0
|
|
|
|
|
{
|
|
|
|
|
// Never decrease the zoom.
|
|
|
|
|
const float fZoom = min( 1, m_fMaxHeight/fHeight );
|
|
|
|
|
this->SetBaseZoomY( fZoom );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool BitmapText::StringWillUseAlternate( const RString& sText, const RString& sAlternateText ) const
|
|
|
|
|
{
|
|
|
|
|
ASSERT( m_pFont );
|
|
|
|
|
|
|
|
|
|
// Can't use the alternate if there isn't one.
|
|
|
|
|
if( !sAlternateText.size() )
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
// False if the alternate isn't needed.
|
|
|
|
|
if( m_pFont->FontCompleteForString(RStringToWstring(sText)) )
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
// False if the alternate is also incomplete.
|
|
|
|
|
if( !m_pFont->FontCompleteForString(RStringToWstring(sAlternateText)) )
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BitmapText::CropToWidth( int iMaxWidthInSourcePixels )
|
|
|
|
|
{
|
|
|
|
|
iMaxWidthInSourcePixels = max( 0, iMaxWidthInSourcePixels );
|
|
|
|
|
|
|
|
|
|
for( unsigned l=0; l<m_wTextLines.size(); l++ ) // for each line
|
|
|
|
|
{
|
|
|
|
|
while( m_iLineWidths[l] > iMaxWidthInSourcePixels )
|
|
|
|
|
{
|
|
|
|
|
m_wTextLines[l].erase( m_wTextLines[l].end()-1, m_wTextLines[l].end() );
|
|
|
|
|
m_iLineWidths[l] = m_pFont->GetLineWidthInSourcePixels( m_wTextLines[l] );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BuildChars();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool BitmapText::EarlyAbortDraw() const
|
|
|
|
|
{
|
|
|
|
|
return m_wTextLines.empty();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
|
|
|
|
|
void BitmapText::DrawPrimitives()
|
|
|
|
|
{
|
|
|
|
|
Actor::SetGlobalRenderStates(); // set Actor-specified render states
|
|
|
|
|
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
|
|
|
|
|
|
|
|
|
|
// Draw if we're not fully transparent or the zbuffer is enabled
|
|
|
|
|
if( m_pTempState->diffuse[0].a != 0 )
|
|
|
|
|
{
|
|
|
|
|
// render the shadow
|
|
|
|
|
if( m_fShadowLengthX != 0 || m_fShadowLengthY != 0 )
|
|
|
|
|
{
|
|
|
|
|
DISPLAY->PushMatrix();
|
|
|
|
|
DISPLAY->TranslateWorld( m_fShadowLengthX, m_fShadowLengthY, 0 );
|
|
|
|
|
|
|
|
|
|
RageColor c = m_ShadowColor;
|
|
|
|
|
c.a *= m_pTempState->diffuse[0].a;
|
|
|
|
|
for( unsigned i=0; i<m_aVertices.size(); i++ )
|
|
|
|
|
m_aVertices[i].c = c;
|
|
|
|
|
DrawChars( false );
|
|
|
|
|
|
|
|
|
|
DISPLAY->PopMatrix();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// render the stroke
|
|
|
|
|
if( m_StrokeColor.a > 0 )
|
|
|
|
|
{
|
|
|
|
|
RageColor c = m_StrokeColor;
|
|
|
|
|
c.a *= m_pTempState->diffuse[0].a;
|
|
|
|
|
for( unsigned i=0; i<m_aVertices.size(); i++ )
|
|
|
|
|
m_aVertices[i].c = c;
|
|
|
|
|
DrawChars( true );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// render the diffuse pass
|
|
|
|
|
if( m_bRainbowScroll )
|
|
|
|
|
{
|
|
|
|
|
int color_index = int(RageTimer::GetTimeSinceStartFast() / 0.200) % RAINBOW_COLORS.size();
|
|
|
|
|
for( unsigned i=0; i<m_aVertices.size(); i+=4 )
|
|
|
|
|
{
|
|
|
|
|
const RageColor color = RAINBOW_COLORS[color_index];
|
|
|
|
|
for( unsigned j=i; j<i+4; j++ )
|
|
|
|
|
m_aVertices[j].c = color;
|
|
|
|
|
|
|
|
|
|
color_index = (color_index+1) % RAINBOW_COLORS.size();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
size_t i = 0;
|
|
|
|
|
map<size_t,Attribute>::const_iterator iter = m_mAttributes.begin();
|
|
|
|
|
while( i < m_aVertices.size() )
|
|
|
|
|
{
|
|
|
|
|
// Set the colors up to the next attribute.
|
|
|
|
|
size_t iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4;
|
|
|
|
|
iEnd = min( iEnd, m_aVertices.size() );
|
|
|
|
|
for( ; i < iEnd; i += 4 )
|
|
|
|
|
{
|
|
|
|
|
m_aVertices[i+0].c = m_pTempState->diffuse[0]; // top left
|
|
|
|
|
m_aVertices[i+1].c = m_pTempState->diffuse[2]; // bottom left
|
|
|
|
|
m_aVertices[i+2].c = m_pTempState->diffuse[3]; // bottom right
|
|
|
|
|
m_aVertices[i+3].c = m_pTempState->diffuse[1]; // top right
|
|
|
|
|
}
|
|
|
|
|
if( iter == m_mAttributes.end() )
|
|
|
|
|
break;
|
|
|
|
|
// Set the colors according to this attribute.
|
|
|
|
|
const Attribute &attr = iter->second;
|
|
|
|
|
++iter;
|
|
|
|
|
if( attr.length < 0 )
|
|
|
|
|
iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4;
|
|
|
|
|
else
|
|
|
|
|
iEnd = i + attr.length*4;
|
|
|
|
|
iEnd = min( iEnd, m_aVertices.size() );
|
|
|
|
|
for( ; i < iEnd; i += 4 )
|
|
|
|
|
{
|
|
|
|
|
m_aVertices[i+0].c = attr.diffuse[0]; // top left
|
|
|
|
|
m_aVertices[i+1].c = attr.diffuse[2]; // bottom left
|
|
|
|
|
m_aVertices[i+2].c = attr.diffuse[3]; // bottom right
|
|
|
|
|
m_aVertices[i+3].c = attr.diffuse[1]; // top right
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// apply jitter to verts
|
|
|
|
|
vector<RageVector3> vGlyphJitter;
|
|
|
|
|
if( m_bJitter )
|
|
|
|
|
{
|
|
|
|
|
int iSeed = lrintf( RageTimer::GetTimeSinceStartFast()*8 );
|
|
|
|
|
RandomGen rnd( iSeed );
|
|
|
|
|
|
|
|
|
|
for( unsigned i=0; i<m_aVertices.size(); i+=4 )
|
|
|
|
|
{
|
|
|
|
|
RageVector3 jitter( rnd()%2, rnd()%3, 0 );
|
|
|
|
|
vGlyphJitter.push_back( jitter );
|
|
|
|
|
|
|
|
|
|
m_aVertices[i+0].p += jitter; // top left
|
|
|
|
|
m_aVertices[i+1].p += jitter; // bottom left
|
|
|
|
|
m_aVertices[i+2].p += jitter; // bottom right
|
|
|
|
|
m_aVertices[i+3].p += jitter; // top right
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DrawChars( false );
|
|
|
|
|
|
|
|
|
|
// undo jitter to verts
|
|
|
|
|
if( m_bJitter )
|
|
|
|
|
{
|
|
|
|
|
ASSERT( vGlyphJitter.size() == m_aVertices.size()/4 );
|
|
|
|
|
for( unsigned i=0; i<m_aVertices.size(); i+=4 )
|
|
|
|
|
{
|
|
|
|
|
const RageVector3 &jitter = vGlyphJitter[i/4];;
|
|
|
|
|
|
|
|
|
|
m_aVertices[i+0].p -= jitter; // top left
|
|
|
|
|
m_aVertices[i+1].p -= jitter; // bottom left
|
|
|
|
|
m_aVertices[i+2].p -= jitter; // bottom right
|
|
|
|
|
m_aVertices[i+3].p -= jitter; // top right
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// render the glow pass
|
|
|
|
|
if( m_pTempState->glow.a > 0.0001f || m_bHasGlowAttribute )
|
|
|
|
|
{
|
|
|
|
|
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Glow );
|
|
|
|
|
|
|
|
|
|
size_t i = 0;
|
|
|
|
|
map<size_t,Attribute>::const_iterator iter = m_mAttributes.begin();
|
|
|
|
|
while( i < m_aVertices.size() )
|
|
|
|
|
{
|
|
|
|
|
// Set the glow up to the next attribute.
|
|
|
|
|
size_t iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4;
|
|
|
|
|
iEnd = min( iEnd, m_aVertices.size() );
|
|
|
|
|
for( ; i < iEnd; ++i )
|
|
|
|
|
m_aVertices[i].c = m_pTempState->glow;
|
|
|
|
|
if( iter == m_mAttributes.end() )
|
|
|
|
|
break;
|
|
|
|
|
// Set the glow according to this attribute.
|
|
|
|
|
const Attribute &attr = iter->second;
|
|
|
|
|
++iter;
|
|
|
|
|
if( attr.length < 0 )
|
|
|
|
|
iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4;
|
|
|
|
|
else
|
|
|
|
|
iEnd = i + attr.length*4;
|
|
|
|
|
iEnd = min( iEnd, m_aVertices.size() );
|
|
|
|
|
for( ; i < iEnd; ++i )
|
|
|
|
|
m_aVertices[i].c = attr.glow;
|
|
|
|
|
}
|
|
|
|
|
/* Draw glow using the base texture and the glow texture. Otherwise,
|
|
|
|
|
* glow looks too tame on BitmapText that has a stroke. - Chris Danford */
|
|
|
|
|
/* This doesn't work well if the font is using an invisible stroke, as
|
|
|
|
|
* the invisible stroke will glow as well. Time for TextGlowMode.
|
|
|
|
|
* Only draw the strokes if the glow mode is not inner only. -aj */
|
|
|
|
|
DrawChars(m_TextGlowMode != TextGlowMode_Inner);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Rebuild when these change.
|
|
|
|
|
void BitmapText::SetHorizAlign( float f )
|
|
|
|
|
{
|
|
|
|
|
float fHorizAlign = m_fHorizAlign;
|
|
|
|
|
Actor::SetHorizAlign(f);
|
|
|
|
|
if( fHorizAlign == m_fHorizAlign )
|
|
|
|
|
return;
|
|
|
|
|
BuildChars();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BitmapText::SetWrapWidthPixels( int iWrapWidthPixels )
|
|
|
|
|
{
|
|
|
|
|
ASSERT( m_pFont ); // always load a font first
|
|
|
|
|
if( m_iWrapWidthPixels == iWrapWidthPixels )
|
|
|
|
|
return;
|
|
|
|
|
m_iWrapWidthPixels = iWrapWidthPixels;
|
|
|
|
|
SetTextInternal();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BitmapText::Attribute BitmapText::GetDefaultAttribute() const
|
|
|
|
|
{
|
|
|
|
|
Attribute attr;
|
|
|
|
|
for( int i = 0; i < 4; ++i )
|
|
|
|
|
attr.diffuse[i] = GetDiffuses( i );
|
|
|
|
|
attr.glow = GetGlow();
|
|
|
|
|
return attr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BitmapText::AddAttribute( size_t iPos, const Attribute &attr )
|
|
|
|
|
{
|
|
|
|
|
// Fixup position for new lines.
|
|
|
|
|
int iLines = 0;
|
|
|
|
|
size_t iAdjustedPos = iPos;
|
|
|
|
|
|
|
|
|
|
FOREACH_CONST( wstring, m_wTextLines, line )
|
|
|
|
|
{
|
|
|
|
|
size_t length = line->length();
|
|
|
|
|
if( length >= iAdjustedPos )
|
|
|
|
|
break;
|
|
|
|
|
iAdjustedPos -= length;
|
|
|
|
|
++iLines;
|
|
|
|
|
}
|
|
|
|
|
m_mAttributes[iPos-iLines] = attr;
|
|
|
|
|
m_bHasGlowAttribute = m_bHasGlowAttribute || attr.glow.a > 0.0001f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BitmapText::ClearAttributes()
|
|
|
|
|
{
|
|
|
|
|
m_mAttributes.clear();
|
|
|
|
|
m_bHasGlowAttribute = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BitmapText::Attribute::FromStack( lua_State *L, int iPos )
|
|
|
|
|
{
|
|
|
|
|
if( lua_type(L, iPos) != LUA_TTABLE )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
lua_pushvalue( L, iPos );
|
|
|
|
|
const int iTab = lua_gettop( L );
|
|
|
|
|
|
|
|
|
|
// Get the length.
|
|
|
|
|
lua_getfield( L, iTab, "Length" );
|
|
|
|
|
length = lua_tointeger( L, -1 );
|
|
|
|
|
lua_settop( L, iTab );
|
|
|
|
|
|
|
|
|
|
// Get the diffuse colors.
|
|
|
|
|
lua_getfield( L, iTab, "Diffuses" );
|
|
|
|
|
if( !lua_isnil(L, -1) )
|
|
|
|
|
{
|
|
|
|
|
for( int i = 1; i <= 4; ++i )
|
|
|
|
|
{
|
|
|
|
|
lua_rawgeti( L, -i, i );
|
|
|
|
|
diffuse[i-1].FromStack( L, -1 );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
lua_settop( L, iTab );
|
|
|
|
|
|
|
|
|
|
// Get a single diffuse color.
|
|
|
|
|
lua_getfield( L, iTab, "Diffuse" );
|
|
|
|
|
if( !lua_isnil(L, -1) )
|
|
|
|
|
{
|
|
|
|
|
diffuse[0].FromStack( L, -1 );
|
|
|
|
|
diffuse[1] = diffuse[2] = diffuse[3] = diffuse[0];
|
|
|
|
|
}
|
|
|
|
|
lua_settop( L, iTab );
|
|
|
|
|
|
|
|
|
|
// Get the glow color.
|
|
|
|
|
lua_getfield( L, iTab, "Glow" );
|
|
|
|
|
glow.FromStack( L, -1 );
|
|
|
|
|
|
|
|
|
|
lua_settop( L, iTab - 1 );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// lua start
|
|
|
|
|
#include "FontCharAliases.h"
|
|
|
|
|
|
|
|
|
|
/** @brief Allow Lua to have access to the BitmapText. */
|
|
|
|
|
class LunaBitmapText: public Luna<BitmapText>
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
static int wrapwidthpixels( T* p, lua_State *L ) { p->SetWrapWidthPixels( IArg(1) ); return 0; }
|
|
|
|
|
static int maxwidth( T* p, lua_State *L ) { p->SetMaxWidth( FArg(1) ); return 0; }
|
|
|
|
|
static int maxheight( T* p, lua_State *L ) { p->SetMaxHeight( FArg(1) ); return 0; }
|
|
|
|
|
static int vertspacing( T* p, lua_State *L ) { p->SetVertSpacing( IArg(1) ); return 0; }
|
|
|
|
|
static int settext( T* p, lua_State *L )
|
|
|
|
|
{
|
|
|
|
|
RString s = SArg(1);
|
|
|
|
|
RString sAlt;
|
|
|
|
|
/* XXX: Lua strings should simply use "\n" natively. However, some
|
|
|
|
|
* settext calls may be made from GetMetric() calls to other strings, and
|
|
|
|
|
* it's confusing for :: to work in some strings and not others.
|
|
|
|
|
* Eventually, all strings should be Lua expressions, but until then,
|
|
|
|
|
* continue to support this. */
|
|
|
|
|
s.Replace("::","\n");
|
|
|
|
|
FontCharAliases::ReplaceMarkers( s );
|
|
|
|
|
|
|
|
|
|
if( lua_gettop(L) > 1 )
|
|
|
|
|
{
|
|
|
|
|
sAlt = SArg(2);
|
|
|
|
|
sAlt.Replace("::","\n");
|
|
|
|
|
FontCharAliases::ReplaceMarkers( sAlt );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
p->SetText( s, sAlt );
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
static int rainbowscroll( T* p, lua_State *L ) { p->SetRainbowScroll( BArg(1) ); return 0; }
|
|
|
|
|
static int jitter( T* p, lua_State *L ) { p->SetJitter( BArg(1) ); return 0; }
|
|
|
|
|
static int GetText( T* p, lua_State *L ) { lua_pushstring( L, p->GetText() ); return 1; }
|
|
|
|
|
static int AddAttribute( T* p, lua_State *L )
|
|
|
|
|
{
|
|
|
|
|
size_t iPos = IArg(1);
|
|
|
|
|
BitmapText::Attribute attr = p->GetDefaultAttribute();
|
|
|
|
|
|
|
|
|
|
attr.FromStack( L, 2 );
|
|
|
|
|
p->AddAttribute( iPos, attr );
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
static int ClearAttributes( T* p, lua_State *L ) { p->ClearAttributes(); return 0; }
|
|
|
|
|
static int strokecolor( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetStrokeColor( c ); return 0; }
|
|
|
|
|
static int uppercase( T* p, lua_State *L ) { p->SetUppercase( BArg(1) ); return 0; }
|
|
|
|
|
static int textglowmode( T* p, lua_State *L ) { p->SetTextGlowMode( Enum::Check<TextGlowMode>(L, 1) ); return 0; }
|
|
|
|
|
|
|
|
|
|
LunaBitmapText()
|
|
|
|
|
{
|
|
|
|
|
ADD_METHOD( wrapwidthpixels );
|
|
|
|
|
ADD_METHOD( maxwidth );
|
|
|
|
|
ADD_METHOD( maxheight );
|
|
|
|
|
ADD_METHOD( vertspacing );
|
|
|
|
|
ADD_METHOD( settext );
|
|
|
|
|
ADD_METHOD( rainbowscroll );
|
|
|
|
|
ADD_METHOD( jitter );
|
|
|
|
|
ADD_METHOD( GetText );
|
|
|
|
|
ADD_METHOD( AddAttribute );
|
|
|
|
|
ADD_METHOD( ClearAttributes );
|
|
|
|
|
ADD_METHOD( strokecolor );
|
|
|
|
|
ADD_METHOD( uppercase );
|
|
|
|
|
ADD_METHOD( textglowmode );
|
|
|
|
|
//ADD_METHOD( LoadFromFont );
|
|
|
|
|
//ADD_METHOD( LoadFromTextureAndChars );
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
LUA_REGISTER_DERIVED_CLASS( BitmapText, Actor )
|
|
|
|
|
|
|
|
|
|
// lua end
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* (c) 2003-2007 Chris Danford, Charles Lohr, Steve Checkoway
|
|
|
|
|
* All rights reserved.
|
|
|
|
|
*
|
|
|
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
|
|
|
* copy of this software and associated documentation files (the
|
|
|
|
|
* "Software"), to deal in the Software without restriction, including
|
|
|
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
|
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
|
|
|
* whom the Software is furnished to do so, provided that the above
|
|
|
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
|
|
|
* the Software and that both the above copyright notice(s) and this
|
|
|
|
|
* permission notice appear in supporting documentation.
|
|
|
|
|
*
|
|
|
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
|
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
|
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
|
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
|
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
|
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
|
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
|
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
|
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
|
|
|
*/
|